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    Dungeon Inn is a cozy strategy management game that has an amusing story. The premise? Sara and her crew end up trifling with a scary dragon who catches them red-handed stealing from him.

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A New Age of Apocalypse Threatens ‘Marvel Heroes Omega’


Seeing the words 'Age of Apocalypse' just makes me smile. Now mind you, this is the newer take on it, but I sunk some serious time reading (and money collecting) the original Age of Apocalypse arc back 20-ish years ago. So add an already cool premise to a fun game, and you get this announcement.

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Blue Reflection - PS4 Review


Blue Reflection is a new IP from a familiar developer in the JRPG community, Gust. Best known for their popular Atelier titles, I went into Blue Reflection without knowing much about the game. After having spent a significant amount of time with it, I am happy to say it is a fantastic experience and one that I hope garners future titles in a series.

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Caveman Warriors - XB1 Review


In almost an episode gone wrong of the Flintstones and the Jetsons, Caveman Warriors brings that awesome couch coop experience once again to the living room. With children of their tribe taken, four interesting cavemen/women take up their arms, snakes, monkeys and wolf as a hat in order to hunt down the aliens that just abducted those under their charge.

The premise is weird but it works and gives a good reason behind this tribe's adventure as they basically plow through anyone and anything that gets between them and saving those that were taken. Other than a few comic strip events in order to move the story along, Caveman Warriors is told through the action of the platforming gameplay as you use each character's skills in order to make it from checkpoint to checkpoint until facing off against the boss of the stage.

Mechanically Caveman Warriors is sound with very responsive controls, varying character abilities and weapons that really do make them stand apart from each other. The only issue that I would say that I had was the recoil whenever a character gets hit. It doesn't matter if it's a tiny poke or a mega slam. You're prehistoric warrior will be sent flying backwards and generally in the most opportune of moments.


Had it been a little less than the amount of recoil that was there it wouldn't have been so bad. Unfortunately, it marred things a bit as the amount that you "can" get hit only increases making things much more difficult as the margin of error decreases as the stages move on. Being harder is one thing, having to deal with it being harder and you flying backwards regardless of the hit is another.

Outside of that, the rest was great. I really enjoyed that each character while having the same core mechanics of moving and jumping, played differently with different weapon style and needed abilities to finish the stage. The Spearwoman Liliana for example can poke from enemies from a distance and use her spears in order to make footholds to climb up the side of cliffs. Moe, the boomerang throwing shaman, can send monkeys out in order to dance and distract those holding up the counterweights to gates that appear in your way.

While "personal preference" is always a thing, each character is going to be needed and gotten used to especially if you're playing by yourself. That's a big that a lot of this style will overlook and I'm glad that JanduSoft‏ didn't. Each character is important to finishing a stage making that no one is really more important than another. While it's true that the other two are the heavy hitters, one has axes that are thrown in an arc while the other can defend making it very useful for boss fights.


Boss fights are fun and while the first one misleadingly feels like it falls into the 1-2-3 repeat trap, the rest while incorporating that style are much smoother finding their own rhythm. They properly end the stages that they guard and smoothly help transition to the next stage as they are used as part of the comic strips that appear between the stages. It's a nice and neat package.

JanduSoft's Caveman Warriors is some quick good fun either solo or with a few friends on the sofa. With different classes that are needed to complete the stages, it's not simply another platformer that hits all the notes but one that tries to be different and succeeds because of what's needed out of each participant.

Game Information

Platform:
Microsoft Xbox One
Developer(s):
JanduSoft S.L.
Publisher(s):
JanduSoft S.L.
Genre(s):
Platformer
Mode(s):
Single Player
Coop Multiplayer
Other Platform(s):
Sony PlayStation 4
Nintendo Switch (Soon?)
PC

Source:
Provided by Publisher




Article by Pierre-Yves
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FORM - PC / VR Review


FORM is a really interesting title, because at a glance, it looks like the sort of game that has frequently frustrated me when it comes to virtual reality. It is short, it is a relatively on-rails and it relies heavily on puzzles and little else to advance the narrative. And yet, there is something undeniably fascinating about how FORM comes together, making it one of the more memorable VR titles I have played to date.

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XING: The Land Beyond - PC / VR Review


XING: The Land Beyond is an above average experience that is visually very impressive, even if its Myst-like inspiration does not bring a ton of originality to the table. Still, despite some controls that take a little getting used to, this is a beautiful game that helps you to really appreciate just how visually immersive virtual reality can be.

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Ancient Frontier - PC Review


Ancient Frontier is a great example of what a small but dedicated studio can do. It might not have AAA bells and whistles, but the core game is a fantastic blend of deep strategy yet approachable interface that is very easy to sink hours into.

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Tokyo Dark - PC Review


Tokyo Dark is an interesting blend of point-and-click gameplay and mystery novel. A sort of choose your own adventure, set in a bleak and dark setting, where your sanity may be the only thing holding you together. Reminiscent of old DOS games with a fresh anime inspired graphic style, some animated cutscenes, and chilling music, Tokyo Dark is a mini masterpiece in its own right, whether from a story telling or thematic perspective.

There isn’t really a whole lot to say about Tokyo Dark: you play as Detective Ito, a Japanese detective who’s partner has gone missing after an incident that Ito was a part of before the beginning of the story. Ito must discover what happened to her partner and solve the mystery of the darkness that is teeming beneath the city streets.

Gameplay is incredibly simple: you click towards the left or right side of the 2D map to move, and you interact with little "boxes" that indicate an item you can do something with. Pretty standard fare for point-and-click, as well as most mystery type games with a focus on storytelling, Tokyo Dark takes it that one step further than most games in this genre claim to be. The graphics are perfectly suited to the theme, which seems to be detective Ito’s slowly (or rapidly depending on your choices) decaying sanity.


Most areas of the game are dark, dreary, and a little more than creepy, especially compounded by the music, or sound effects, that accompany the locales you visit. I have to honestly say that I found the music and sound selection to be perfect for the setting, occasionally unsettling me to the point that I didn’t want to explore an area. Anyone who knows me knows I have to explore everything in a game or else I get upset with being unable to get everything.

On that note, a fancy(ish) implemented function is the "SPIN" system, which stands for "Sanity, Professionalism, Investigation, and Neurosis". As you make choices, you will either get or loose points in these attributes, which you may check at almost any time by hitting ‘esc’. You start at ‘0’ and can go to plus or minus ‘100’. Now I get to state my only complaint about the game in its entirety right here: it took me longer than I would have liked to figure out whether a positive or negative neurosis was a good thing. Turns out lower is better. Yes, that’s my only complaint.

Now, why is Tokyo Dark the game that takes itself that one step further than most games of this genre tend to? Because your choices actually do make a difference. More often than not, a game will taut itself as having your choices affect the game deeply, but you just end up with a final ending of "red, blue, or green" cough cough. Either way, not only do your choices actually directly impact both your attributes and endings available to you, other interactions with people will make reference to your previous decisions.


For instance, I threatened a guy near the beginning of the game, and towards the end, someone asked me why I threatened him, and unlike scripted scenes and dialogue that normally occurs in these "choose your own adventure" style stories, for once I actually had an answer as to why, and it was an available option. In fact, a lot of the choices I find myself given in any game I’ve played tend to be so far removed from what I would normally do that I just can’t be bothered to care by the end. Tokyo Dark managed to include enough options with the perfect level of variation in available options that I never felt I had to choose an option solely because the game told me to.

Tokyo Dark doesn’t mess around with choices either. Every action you take the game will autosave. Yes, that means that pretty much everything you do or decide on is permanently written to your save file: no going back because you don’t like the outcome. I absolutely loved this. The fact that you are actually "held accountable for your actions", for lack of a better term, really had me invested in both the characters ad the storyline itself. Thankfully, there is a new game plus feature that gives you access to save slots, so you have an easier time going for the many different endings on subsequent playthroughs.


Overall, I have to say that Cherrymochi did an absolutely stellar job with Tokyo Dark: the graphics and music are great, the animated cutscenes are a wonderful touch, and the amazing level of detail that went into the choice and SPIN attribute system is great. Whoever said that "the beauty is in the finer details" is absolutely correct. Despite playing as detective Ito, strictly speaking, your choices and attitude describes who she is, even though she is also given her own personality at the beginning of the game. Tokyo Dark is a game that gets you hooked and keeps you there, all throughout the game, and maybe even past the end.

Game Information

Platform:
PC
Developer(s):
Cherrymochi
Publisher(s):
Square Enix
Genre(s):
Point and Click
Visual Novel
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Provided by Publisher




Article by Richard
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Epic Tavern - PC Preview


While Epic Tavern is in Early Access, and therefore a preview of a game that clearly still has a ways to go, there is an undeniable charm to this RPG / strategy hybrid that put a smile on my face and looking forward to seeing where the title ends up.

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Planetoid Pioneers - PC Preview


Planetoid Pioneers is the lovechild of Cortex Command and Crayon Physics Deluxe that promises to surpass both titles without impinging too heavily upon either. The game starts you off by dropping you upon a planet’s surface with no explanation or direction, forcing the beginning terrain to teach you how to play.  That is where the similarities to being metroidvania-like end, however.

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ARK: Survival Evolved - PS4 Review


ARK: Survival Evolved is an interesting game that spent a great deal of time in Early Access / Beta. The developers used this time to try and polish a title that has long had a lot of potential - but the question I had was this: did they polish it up enough? The answer is kind of a mixed bag.

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Danganronpa V3: Killing Harmony - PS4 Review


I have been a fan of the Dangranonpa games since experiencing the very first episode on my PlayStation Vita. The first game was better than the two subsequent ones in my opinion, but all of them were enjoyable in a dark and twisted kind of way. I expected more of the same with  Danganronpa V3: Killing Harmony - a quality adventure game that never quite reaches the heights of the original. So imagine my surprise when this game exceeded my already high expectations and manages to be every bit as memorable as the first game in the series was for me.

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One Gamer Fund Unites Game Industry Charities


Good Saturday afternoon everyone!

We all do a lot of gaming around here. I mean, it's what we do. The reasons behind this gaming are not always the same however as that what makes us different. Some do it for fun, some do it for the competition, some do it to relax and some do it to help others.

Rémi and I fall under each of the above and thanks to him a few years back I joined up with the yearly Extra Life where thousands of players around the world play in a 24-hour fundraising and gaming marathon to support Children's Miracle Network Hospitals. So when the wonderful people at Stride PR reached out to us about the new One Gamer Fund going on this weekend, we had to share it.

Find out all the details below and happy gaming!

Fundraiser this Weekend to Support AbleGamers, Child's Play, Games for Change, Global Game Jam, IGDA Foundation, Stack-Up, Take This
 
One Gamer Fund, a newly unveiled initiative committed to supporting AbleGamers, Child's Play, Games for Change, Global Game Jam, IGDA Foundation, Stack-Up and Take This, will unite gamers and game developers this weekend in the name of fun, contributing to seven of the most impactful gaming charities in the world.

One Gamer Fund will raise funds and share the proceeds amongst the supported organizations, benefiting a large community of gamers and game developers through the excellent work of these charities.

Gamers who want to support One Gamer Fund can:
  • Purchase a game or bundle published by Good Shepherd Entertainment on Steam this weekend. Fifty percent of Good Shepherd's proceeds from the sale of these titles will go to One Gamer Fund.
  • Tune into Twitch, where streamers raising money for One Gamer Fund will be featured on the front page all weekend long.
  • Stream on Twitch and use Tiltify to collect donations and get your stream promoted on One Gamer Fund's social media channels.
  • Dress to the nines in a One Gamer Fund shirt, available for purchase for $12.00 at The Yetee.
  • Give directly via OneGamerFund.org or send donations via PayPal to onegamerfund@igdafoundation.org.
  • Become a corporate sponsor by emailing Seven Siegel.
"Gamers are among the most generous humans on earth, raising millions of dollars a year for charity," said Russ Pitts, co-founder and president of Take This. "One Gamer Fund is a logical and long-overdue next step in harnessing the bottomless heart of the gamer community. Seven charities combined into a Voltron of altruism. And we're honored to be a part."

"Millions of gamers have already contributed to the individual charities One Gamer Fund supports because each of their causes are so meaningful," says Seven Siegel, co-founder, One Gamer Fund. "With One Gamer Fund, it's never been easier to help some of the most distinguished gaming charities all at once."
For more information, please visit the official website or follow One Gamer Fund on Twitter.

Article by Pierre-Yves
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Omega Pattern HD - Part 1 - Mobile Review


Omega Pattern HD for both mobile platforms and the PC is an ambitious Visual Novel currently in development by Borokai Studio. Waking up from a two year coma, you get to see the world through Shaiel’s eyes as he comes to terms with his current reality. The choices that you make in the past drastically change how he experiences the events leading up to his present and beyond.

While only Part 1 is currently available, Omega Pattern is not something that you can only run through once. It’s good the first time but it’s really on the second, and then depending on how far you want to take it, the third times that it really shines and showcases just how vast your choices can affect events. Because this isn’t something that is noticeable the first time it does come as a surprise when suddenly the smooth sweet talker is beating the crap out of people instead of talking them down and making them dance to his tune.

Crafting something of this scale with the amount of dialog involved and all the branches is impressive. I’ll be honest that while I was intrigued, I had not expected the level of differences within the events of the various possibilities of the man that Shaiel becomes through your actions. Each “event” happens regardless of your choices but it’s how it plays out that can completely change and in certain cases nothing from one path will relate to the other making the multiple save files very useful in order to keep multiple progresses to see how these choices play out later on down the line. It can even go as far as to introduce other characters that in my particular case where not around the first time because of how I decided to make my way through.


Visual Novels are still a bit new to me as I’ve only recently been acquainted with them. As such I had been finding the way that characters are positioned often feels awkward though any of that wasn’t the case here. Characters when involved in dialog have natural poses and even more than that change their pose depending on what is being discussed. People can either become more at ease or more aggressive as the conversations progress. You aren’t constantly looking at the same pose for minutes on end and this more natural feel was very welcomed.

Having opted to take Omega Pattern for my tablet instead of my PC I think I may have gotten a better experience than I otherwise would have. Not only could I make myself more comfortable to enjoy the various outcomes but the immersion is actually only increased by the fact that Borokai capitalized on the device’s vibrate features. Instead of just seeing the screen take a hit the whole device shakes which really lets you know that someone just took a hit.


The only thing that I would have liked more out of Omega Pattern would have been to see Shaiel more than within certain anime-esque event screens. The experience is more immersive through his eyes especially as you are treated to the internal dialog but it would have been nice to see the man in the mirror even once or twice outside of the anime-esque event screens. That said the only issue that I ever encountered was that the skip didn’t work now and then in order to skip scenes that I had already seen in order to make new choices from that point forward.

At this current point, Omega Pattern is already a great title and it has me awaiting what comes next for my multiple versions of Shaiel and the decisions that have affected the men that he has become.
Game Information
Platform:
Android
Developer(s):
Borokai Studio
Publisher(s):
Borokai Studio
Genre(s):
Visual Novel
Mode(s):
Single Player
Other Platform(s):
iOS
PC

Source:
Provided by Publisher



Article by Pierre-Yves
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Price, Power, and Portability: Buying a Gaming Laptop - Gaming Thoughts


Buying a new computer, no matter the purpose, can be a daunting task. With dozens of manufacturers putting out endless models with various changes, whether you are a newcomer or veteran, it can be an imposing task. For those like me, who grew up building computers, I have found that these days I simply do not have the time or patience to custom build one. With the incredible dedication that many manufacturers have shown the gaming industry, buying gaming machine can still be daunting. This can be especially true for gamers that want to be portable, like new students or those out there that travel often for work or pleasure. Laptops are the answer to challenge, and with the continuing support by manufacturers for portable gaming, laptops are better than ever for gaming.

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Robonauts - Switch Review


Robonauts is adorable, and it is a nice slice of basic arcade fun. However, despite its oodles of charm (and the introduction is indeed very charming), there are some flaws here that hold the game back. It is a good time, but Robonauts has some rough edges as well.

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Etrian Odyssey V: Beyond the Myth - 3DS Preview


The sign of a great series is one that can both innovate over the years while simultaneously keeping its charm and what made it great in the first place. Atlus’ Etrian Odyssey is one of these such series that have found a well loved home on the DS and the 3DS with their mix of Dungeon Crawling crawling and explorative based cartography as you lead a guild of adventurers through various labyrinths and frightening foes.

This series has really come far over the years with 1-2-3 on the DS and 4-Untold1-Untold2 and Persona Q on the 3DS. Each entry has only added more elements to make it more accessible while never compromising on the challenge that the labyrinths could provide. Etrian Odyssey 5 is no exception to this as from the beginning it has moved away from a fully human class based system and introduced other races to the mix with certain classes being exclusive to the present races.

This new direction for those involved in the adventure is a nice change of pace because with each race comes different elements that can be brought to the adventure. Instead of having only their class based skills
  • Earthlain (Humans);
  • Celestians (Elves);
  • Therians (Beast like people not Lycanthropes); and
  • Brouni (Gnome ish?)
all have what their classes allow as well as what their individual races grant. For example instead of having classes that can gather, mine or chop wood, now the races have their own specialties with fishing added to the mix. This means that having multiple Earthlain would be good if you really need to fish but having one from each race would better cover the bases for the exploration as not only will your gathering needs be covered but so will your fighting capabilities.


While some of the classes resemble what have been around from the beginning there have been some new additions and having them fall into different races is an interesting approach. While part of me would have liked to be able to pick and choose race and class from the beginning as sometimes you want a more robust healer or mage, part of the challenge to the series has always been figuring out a proper balance to the party and EO5 is no exception. This really gets you thinking upon your class composition until the first floor is cleared and the option to change classes to even that of another race becomes possible for the low cost of five character levels. From that point on the world is your oyster.

For the first time in the series players get to not only chose from one of four character portraits for their adventurers but also the hair, eye and skin colors. Both the hair and the eyes have multiple choices as well as combinations as you get to pick both the actual colour and the highlights. Yes it is cosmetic but it brings a more personalized approach than simply the four standard choices of two male and two female options. Nothing can be done about the clothing however but what is provided is already another customization step forward along with over twenty different voice options in which any can be set for a character during creation.

Once your party is created it’s time to leave town and get to exploring which may even be more smooth now than it was before. Graphically EO5 feels smoother and easier to look at than even Untold 2 or Persona Q which had already boosted the graphical levels. The colours are bright and the environments are nice to look at as you explore them while trying to find your way over to the next level. While you’re exploring though some changes have been done to the bottom screen’s map and they are definitely for the better.
Filling out the map on the bottom screen has always been a fun aspect to this series as it allows for you to customize it as you see fit. Gone is the need to tab through your icons at the bottom screen in order to add details to your map. Instead you have a tab that can be dragged out as far as you want it and re-arranged as need be. Drawing the map is also customizable depending upon your personal preferences with auto-filling allowing you to draw your own walls or having them filled in by the system leaving the gathering points and any other notes the only things left to be added in. This also classic fans to play as they always have or newcomers to have an easier time as they learn the ropes to the often unforgiving dungeon exploration.

Currently the Demo provides thirty uses from the 3DS main menu as well as a level cap of 10, “reduced audio quality” (sounds pretty good to me…), and the ability to make it to the third floor. Other than that there are no other real limitations and all of your data can be brought over to the full version once it launches.

With longtime series can sometimes come the worry that the next entry may not meet our expectations but with this one particular series that never seems to be the case. Instead what often comes to mind is what are they going to surprise us with this time as the Etrian Odyssey series continues to expand in order to bring about even better experiences on each release. I for one am looking quite forward to being able to further explore the labyrinth once it fully launches late next month!

Game Information

Platform:
Nintendo 3DS
Developer(s):
Atlus
Publisher(s):
Atlus USA
Genre(s):
Dungeon Crawler
RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Nintendo eShop 


Article by Pierre-Yves
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Marvel Heroes Omega - Venom available... for a limited time


This is one I wanted to sneak in for our readers before the weekend hits, but you may recall that we covered Marvel Heroes Omega with a preview and then later reviewed it - and frankly, it is a free-to-play game so you have no reason not to give it a try. It is a pretty fantastic action-RPG MMO experience, especially for Marvel fans such as myself.

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The Tanks of Overwatch, Ranked - Gaming Thoughts


Tanking in Overwatch can be both frustrating and exhilarating. One of the most stressful roles, tanking tasks the players with soaking up damage from enemies and keeping the pressure on while damage dealers take them out and support players keep you alive.

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Samurai Riot - PC Review


I have long been a fan of the brawling action genre, and Samurai Riot does a nice job of channeling some of the old school nostalgia with some pleasant enough art. However, this throwback to the buddy beat-'em-up genre really never does anything to distinguish itself from other games in the genre, making it a relatively fun if pretty average title in the end.

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Pillars of Eternity: Complete Edition - PS4 Review


Pillars of Eternity: Complete Edition on PlayStation 4 is, with no doubt in my mind, the best console port of a classic-style isometric RPG that has been seen in years. Brilliant use of the controller in place of a keyboard and mouse tie in together with the gorgeous effects, compelling storylines, incredible performance and challenging though oh-so-rewarding combat to deliver a masterpiece to the millions of console owners the world over. Originally released on PC  in March 2015 after an incredibly successful Kickstarter the year prior, Pillars of Eternity final makes its triumphant entrance on consoles and it is glorious.

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Destiny 2 - Xbox One Review


Destiny 2 is Bungie's sequel to their 2014 $500M gamble, Destiny. Set shortly after the events of the final expansion of the previous title, Destiny 2 opens with your world crumbling and takes you through a campaign that is surprisingly long, if shallow. Rounding out a mediocre at best campaign, is the same experience on multiplayer as found in the original Destiny; if you are doing strikes, who cares about level design, just get to the end to get the gear. Destiny 2 is still a grind and has developed no depth to bring it to "quality sequel" status. It is, and should have been, no more than the next DLC for the original. Rather than a fully-fledged game, Destiny 2 is a half-hearted attempt at saying "You wanted story, so we paralleled the greats and made a shallow experience to add to the already-mundane experience that you have been playing since 2014."

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Killing Floor 2 - Xbox One Review


Killing Floor 2 is the sequel to Tripwire Interactive's 2009 cult hit Killing Floor, which is actually a full release of the popular Unreal Tournament mod that debuted in 2004. With a long and relatively successful history, Tripwire took to the masses back in November 2016 by releasing Killing Floor 2 on Windows and PlayStation 4 platforms to favorable reviews (scoring around 75% on MetaCritic). Nearly a year later Killing Floor 2 has finally come to Xbox One and those of us that prefer Microsoft's home console for FPS games are finally able to join the fray… Unfortunately for us though, Killing Floor 2 feels a bit dead in the water, lifeless, and redundant given the abundance of far superior first person shooters available today.

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Mary Skelter: Nightmares - Vita Review



If Moero Chronicle could be considered the Moe (cute) of dungeon crawlers, then Mary Skelter is going to takes the crown as the macabre of the genre. Cast down into the depths of a place known only as jail, Jack, Alice and Red Riding Hood are going to need some help if they are going to make it back to the surface and see what no one has observed in generations: the sun.

There are a few similarities between Moero and Mary, though the ideas behind the later will most likely sit better with some than others. Both use the idea of a main protagonist leading a party of powerful women while also having their own actions that are not directly combat related. Compared to the previous however, Jack isn't some hormonal libido machine but instead a source of calm and peace for those known as Blood Maidens.

More powerful than the average human these women possess the ability to fight what are known as Machen and Nightmares which act as Jail's enforcement. The drawback to this power is that if they get too splattered with Machen blood they can go insane and enter what is known as Skelter mode. Once to this point there use to be no going back and they would basically be berserked until the end of their life. Enter Jack whose blood can bring these woman back to normal through less than normal means.


These women aren't vampires so Jack won't be covered in fang marks. Instead, after originally having to cut himself he obtains a gun that allows him to shoot his blood and keep the wound it causes clean of infection as well as help the coagulation process for his own healing. It sounds a bit on the disgusting side but when leveraged against losing one’s mind and hurting those closest to them, it seems like a small price to pay.

Now while there are no visually overt sexual tones like a lot of Compile Heart's work, the dialog and some of the dungeon crawling features are full of them making this an adult experience but not a lewd one. Jail, the massive dungeon that our cast finds themselves within is a living breathing organism that gets hungry, sleepy and has its own libido to worry about. So while you won't be worrying about Jack's you will be worrying about Jail’s.

This alone starts to differentiate Mary Skelter from the rest. The Dungeon isn’t some ancient relic that appeared. It isn’t laden with traps “just because”. Instead it’s a living and breathing organism made up of the stuff of nightmares in which the traps can be viewed as its immune system in order to keep itself safe. These traps come in many different forms but unlike a lot of other dungeon crawlers you’ll have to be constantly on your toes as just because the basics have you moving one step at a time, it doesn’t mean that the traps will. Those run in realtime.


After even a dozen or so hours Mary Skelter continued to surprise me with how well it was designed. The Dungeons are seriously massive which makes the appreciation of teleportation points on the same floor a blessing. Unlike some others, the twists and the turns feel natural as everything about this place feels massive though you may not realize it in the beginning.

Each Blood Maiden that comes into the group holds an ability that is essential to moving forward in the various dungeons. Alice “from wonderland” for example can create a Rabbit Hole that allows for either a Save Point to be created or a portal back to town if things are getting a bit rough and both Hit Points and Special Ability points are low. Red Riding Hood has the ability to cut objects such as wires, membrane or boxes in order to move forward. These passageway will not be seen on the map so until they are taken out it gives one more reason to re-explore an area after another member has been added.

Following on that train of thought the puzzles continue to get more complicated and require a bit more effort on the party’s side. Not everything will always be easy and exploring every nook and cranny in order to move forward is a must. Sleeping Beauty for example can help with this by loosing arrows to a faraway switch while Snow White will simply place a poison bomb (don’t stay close) in order to blow something like a tree out of the way. Others like the Miko Kaguya will be able to form a barrier that allows the party to move through traps in order to continue forward because some gouts of flame are simply too much to survive.


Combine these puzzle elements with other traps such as raising spikes from the floor and descending swords from beings stuck in the walls and there’s plenty to look out for. This gives all the more reason to thoroughly explore to find the waypoints in order to teleport back to this location faster as Alice’s Rabbit Hole is a one way trip home and you’ll have to walk back to these far points otherwise. Thankfully the map is both auto-generated and there’s an option to auto-walk which is pretty good unless it has to go through locked doors. Then you’ll have to auto-walk to the switches and then continue the passageway forward.

In the midsts of all of this is a very heavy combat system which I found to be very well designed. Each turn order is based off of speed unlike what originally seems like Jack goes first. I thought it was the case until hours in when Sleeping Beauty of all people with her epic archery and gunnery skills is so quick that she just about always starts the battle. From there the system takes the basic elements of a dungeon crawler with Hit Points, Special Ability Points, Attacking and Defending. From there however is Mary Skelter’s Blood system which simply adds to it all instead of taking anything away like the previous libido system.

As the girls get blood splattered the chances of going Skelter is increased as the Machen blood is essentially toxic and can corrupt them. To keep them from this Jack is going to have to use his “weapon” in order to shoot blood at each party member in order to keep the corruption level down. Because he’s using his own blood Jack will need to take turns in order to produce more otherwise it’s possible for him to get stunned and knocked out for a few turns just as easily as if he puts himself in harm’s way to defend one of the girls if their hit points get too low.


Skeltering however can happen even if you micromanage the blood cleaning. The corruption can increase in a heartbeat if a party member takes multiple hits in a row, a critical hit or simply destroys enemies very quickly alongside the other two. If this happens then all bets are off and they’ll hit whoever they deem to be a good target. If it happens Jack’s other ability is to try to bring them back to sanity. If the battle ends Jack will do this automatically but generally it’s a good idea to do this within battle in order to save the rest of your party. Now while Skeltering is always a possibility Massacre Mode is more than welcomed.

Each party member has a blood guage that once filled will activate Massacre Mode. They get stronger, tougher and obtain other abilities that are not normally available. It’s worth allowing them to reach this point as long as their corruption levels are not high. If they are then you’re running the danger of Skelter Mode which as previously stated is not pleasant! So how could you simply avoid the Skelter Mode all together if you’re not certain? This is where Compile Hearts brings in what it does best.

In the middle of battle each girl can lick the blood off of another as long as the gauge is sixty percent filled. This comes with a quick animation of blushing from the one who is currently being licked which does not happen with Auto-Battling is on (just in case you are playing this on a bus!). Now while the suggestiveness of the action lies just underneath it does come with a gameplay mechanic which makes it worth it. Each character can trigger an effect when the blood is licked off of them which can turn the tide or at least stem the bleeding in tougher boss fights against the nightmares.


Licking the blood off of Alice will restore a hefty amount of hit points while licking the blood off of Red Riding Hood will create a HP regeneration effect that will last a few turns. Add in restoration of SP or raising Critical Hits and there are a few possibilities that open up. All of these features come together for a system that doesn’t get boring especially when the idea of an auto-battle is introduced. Doing so Jack will auto-generate blood, the girls will all auto-attack and go into massacre mode whenever the gauges are up and if you need to manually control the events and slow down the pace that works too. This allows for long term dungeon exploration settings without getting bored and thinking “ugh another battle.”

Adding to this flavor are the weapon, item and class upgrade systems. The reason that the three are thrown in together is that they all require gems of the various blood types in order to perform anything. -A A A+ the Bs and the Os are all available to be picked up either through harvest points or through various enemy types. The stronger the weapon the more that is going to be required. Different weapons require different blood types and changing classes is no exception and even requires a substantial amount so you generally won’t be changing every party member at the same time.

Changing classes other than changing a character’s physical appearance will also change how her stats become allocated on level ups. While I would love to say figuring these out as you go forward is key to making a proper and informed choice, you basically get silhouettes of any unlocked classes and a vague description. If you really want to try them out then you’ll need to class change which requires points that are gained by leveling up to certain values. If you feel like you may have made the wrong choice then points for leveling down also become available but cost a good deal of blood gems so that either will not be happening earlier on in the adventure. That said, the option is there and it allows for bonuses to be granted for leveling which really allows for character customizations for any situation.


Finally one of the last features really fits the profile and I would have honestly been surprised otherwise, is a purging “minigame” in which Jack rubs off any of the Machen blood that is left over after going back to town. Thirty seconds are granted to clean the blood off of the chosen Blood Maiden while they are wearing nothing but a swimsuit. Doing this grants them stat boosts until the next time that they fall into battle or the party comes back to town. This only needs to be done once before the option to skip the process is granted keeping it playing on the bus friendly. Not every Blood Maiden can go through this process at the same time as it relies on a percentage of Jack’s blood meaning you really need to choose who should be granted the bonuses or who needs them in order to survive a little easier.

To tie everything together, as previously stated Jail is a living and breathing entity and all of the above comes full circle to that. As the party hunts Machen and Nightmares the bloodlust and the blood will increase the Jail's hunter. Licking the blood from one another or finding emotion points on the map will increase Jail's libido. Doing nothing at all but walking and exploring will increase Jail's sleepiness. All three of these have their own separate meters that can also increase or decrease depending on Jail's own mood. Filling up any of these meters either inside or outside of battle is beneficial and it'll prompt a bonus wheel. The bonuses are different both inside and out but all are worth it so capitalizing on Jail's mood is well worth it.

In an aside to how the game runs and how it plays out it really is the little things that make what is already an amazing experience even better. With all the blood flying around especially on a critical hit or taking out an enemy with a weakness you'll see the blood on the walls and the floor of where you're standing after battle. The environments never feel stale but alive with all the little additions such as creepy sentry eyes, moving bits and pieces, beating hearts that can be slashed open for items. All of these little inclusions only made it better and easy to spend hours at a time inside of these labyrinths either on the Vita's tiny screen or on the PSTV with whatever it was hooked up to.


Mary Skelter: Nightmares is one of the best Dungeon Crawling RPGs that I’ve played in a very long time and it does everything right. The blood gem currency for equipment and classes, the dungeon progression, the fairy tale characters and their special abilities as well as Jack’s blood gun to keep them from going berserk. Everything provides a well balanced system that doesn’t get old and only makes you want to keep moving forward. Even as the difficulty ramps up into the new dungeons never does Mary Skelter become obscenely hard or unfair, it just means that auto-battle needs to come off and you need to take control on your party before you game over.

Game Information

Platform:
Sony PlayStation Vita / TV
Developer(s):
Compile Heart
Publisher(s):
Idea Factory International
Genre(s):
Dungeon Crawler
RPG
Mode(s):
Single Player
Other Platform(s):
PC

Source:
Provided by Publisher



Article by Pierre-Yves
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